Smugglers
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Smugglers (Seaside)

Cost: $3

Type: Action

Text: Gain a copy of a card costing up to $6 that the player to your right gained on his last turn.

Strategy Review

Here's a comprehensive strategy guide for Smugglers:

Smugglers Strategy Guide

Introduction Smugglers is a $3 Action card from Seaside that allows you to gain a copy of a card costing up to $6 that the player to your right gained on their previous turn. While this effect might seem straightforward, playing Smugglers effectively requires careful attention to your opponent's moves and understanding its unique timing dynamics.

Core Characteristics - Cost: $3 - Provides no +Actions, +Cards, or +Money - Gaining effect is capped at $6 - Depends entirely on opponent's decisions - Works only with the player to your right - Limited to their previous turn only

Key Strengths 1. Cost Efficiency - Can gain expensive cards ($5-$6) for just $3 - Potentially huge economic advantage - No need to actually have the money to acquire valuable cards

  1. Flexibility
  2. Can gain any type of card (Action, Treasure, Victory)
  3. Adapts to whatever strategy your opponent is pursuing
  4. Often provides access to cards you couldn't normally afford that turn

  5. Reliability

  6. Unlike trash-for-benefit cards, doesn't require sacrificing other cards
  7. Unlike other gaining cards, doesn't involve randomness
  8. Can often predict what will be available based on standard opening strategies

Key Weaknesses 1. Dependency - Completely reliant on opponent's choices - Can't control what will be available - May get nothing if opponent gains nothing - Useless if opponent only gains cards costing >$6

  1. Timing Restrictions
  2. Only works with previous turn gains
  3. Can't access cards gained earlier
  4. Must be played before gaining other cards you want to copy

  5. Position Dependency

  6. Only works with one specific opponent
  7. Less effective in games with more players
  8. Can be countered by that player's conscious decisions

Strategic Considerations

  1. Early Game Strategy

Opening Decisions: - Strong consideration as a $3 opening - Pairs well with Silver in a 5/2 opening - Can be worth getting as second $3 card after Silver - Consider your position relative to experienced players

Early Priority Cards: - Silver (very common target) - Early game engine pieces - Key kingdom cards costing $3-$6

  1. Mid-Game Usage

Timing Considerations: - Play before other gainers if you want to copy that turn's gains - Track opponent's gains carefully - Consider waiting if opponent likely to gain better cards next turn

Opportunity Cost: - Compare to buying the card directly - Consider whether the action could be better used elsewhere - Factor in deck composition and shuffle timing

  1. Late Game Adaptation

Victory Card Acquisition: - Can help grab Duchies without having $5 - May copy Provinces if opponent is within $6 cost reduction - Good for matching opponent's green card purchases

Tactical Shifts: - May become less useful as game shifts to higher-cost cards - Can help with alt-VP cards in appropriate kingdoms - Consider trashing when engine is fully built

Specific Situations and Combos

  1. Cost Reduction Synergies

Bridge: - Increases available targets as costs decrease - Can potentially copy Provinces when reduced to $6 - Multiple Bridges make more cards available

Highway: - Similar to Bridge but more permanent - Can make expensive cards consistently available - Stronger in engine decks

Quarry: - Makes more Action cards available to copy - Particularly strong with Action-heavy strategies

  1. Card-Gaining Synergies

Gainers: - Workshop - Ironworks - Mining Village - These provide reliable targets for Smugglers

Watchtower: - Can top-deck copied cards - Helps manage gain timing - Provides drawing power

  1. Engine Support

Drawing Cards: - Laboratory - Smithy - Council Room - These common cards make good Smugglers targets

Villages: - Can copy crucial village cards - Helps build engine consistency - Often within the $6 cost limit

Counter-Strategies and Counterplay

  1. Playing Against Smugglers

Gain Timing: - Consider gaining key cards on turns other than last - May want to gain multiple cards to dilute options - Sometimes worth gaining higher-cost cards to deny copies

Card Choice: - Might prefer $7+ cards when available - Consider gaining less optimal cards to deny good copies - May want to gain cards opponent can't use effectively

  1. Position Considerations

Seat Order: - Being to the left of a Smugglers player requires more careful play - Consider this during initial seating in tournament play - May influence opening buys and general strategy

  1. Kingdom Considerations

When to Skip: - Kingdoms focused on $7+ cards - Fast games where actions are too slow - When better $3 cards are available

When to Prioritize: - Kingdoms with valuable $4-$6 cards - Slower games where efficiency matters - When cost reduction is present

Multiplayer Considerations

  1. Three-Player Games
  2. Only affects one opponent
  3. Consider seat position carefully
  4. May influence which player to attack/hinder

  5. Four-Player Games

  6. Even more position-dependent
  7. Harder to predict available cards
  8. Generally weaker than in 2-3 player games

Kingdom Analysis

Strong Kingdoms: - Cost reduction effects present - Multiple valuable $4-$6 cards - Engine kingdoms with key components in range - Kingdoms without trash-for-benefit alternatives

Weak Kingdoms: - Emphasis on $7+ cards - Rush strategies dominant - Better $3 cards available - Heavy trashing strategies

Timing and Practice Tips

  1. Tracking Gains
  2. Keep mental note of opponent's gains
  3. Consider noting on paper in complex games
  4. Watch for gained vs. bought distinction

  5. Playing Online

  6. Use logs to verify available cards
  7. Pay attention to gain timing
  8. Be aware of implementation specifics

  9. Decision Making

  10. Always check opponent's gains before playing
  11. Consider future turn implications
  12. Factor in shuffle timing

Common Mistakes to Avoid

  1. Tactical Errors
  2. Forgetting to check available cards
  3. Playing Smugglers too late in turn
  4. Missing cost reduction effects

  5. Strategic Errors

  6. Over-investing in Smugglers
  7. Ignoring opponent's strategy
  8. Failing to adapt when targets change

  9. Deck Building Errors

  10. Building too heavily around Smugglers
  11. Neglecting other economy
  12. Not having enough actions

Sample Strategies

  1. Engine Building
  2. Use Smugglers to copy key engine pieces
  3. Focus on $4-$6 components
  4. Maintain flexibility in acquisition

  5. Big Money Variant

  6. Copy opponent's Silver/Gold
  7. Maintain simple deck structure
  8. Transition to Province race

  9. Hybrid Approach

  10. Balance Smugglers with direct buys
  11. Copy best available cards
  12. Maintain strategic flexibility

Conclusion

Smugglers is a unique card that requires careful attention to opponent's plays and excellent timing. While it can provide significant economic advantage, its dependency on opponent's actions makes it somewhat unreliable as a primary strategy. It works best as a supplementary gainer in engines or as a way to match opponent's key cards in Big Money strategies.

Success with Smugglers requires: - Careful attention to opponent's gains - Good timing and planning - Strategic flexibility - Understanding of common opening patterns - Awareness of kingdom context

When played well, Smugglers can provide significant economic advantage and help match opponent's key strategic cards. However, it should rarely be the centerpiece of a strategy and works best as part of a broader plan that can function whether or not good copies are available.